Forget shadow maps: a new method for high-quality real-time shadows

Hello,

Are there graphics programmers here who use Vulkan, OpenGL, or like to do things bare metal and custom game engines? Check This out.

It’s a new technique for real-time shadows with ray-traced quality that runs without hardware RT support. It’s such a blessing to get omnidirectional shadows with just a single render instead of six, compared to shadow maps. It also provides pixel-perfect quality that does not depend on distance.

It’s really easy to test in a deferred rendering engine.

Looking for people interested in discussing it or giving feedback.